
Gradius Origins review - shooting the core in Salamander 3
For the longest time it seemed as if Konami had given up being a traditional video game publisher, after they pushed out Hideo Kojima and essentially stopped making new titles. The company isn't in trouble, it's just that it makes plenty of money through its casinos, health clubs, and other media, such that the risks of the current video games industry probably don't seem worth the while.
However, a decision must've been made a few years ago to start engaging once again, with cautious attempts to bring back everything from Contra to Survival Kids, with remakes and remasters ranging from Metal Gear Solid to Ninja Five-O. Some of their choices seem very strange (why so many new Silent Hill games but only a few remaster collections for Castlevania?) but it's great that they are starting to make an effort again.
We didn't expect Gradius to be a priority but given our love for 2D shooters we're very glad to see it get its turn in the spotlight. Especially as this compilation focuses on sister series Salamander – which is our particular favourite – and brings with it an entirely new sequel that's been created by emulation masters M2.
The release of a new retro compilation is always a double-edged sword, as it's always guaranteed to come with at least one of two problems, and usually both. Either it misses out lots of notable entries in the franchise, for no obvious reason, or it doesn't include any museum content to explain what the games are and where they sit in a historical context.
We're happy to say that Gradius Origins does have some very nice production and concept art for most of the games, showing the initial concepts for the iconic Vic Viper spacecraft and early designs for levels and enemies. Unfortunately though, there's little in the way of descriptions (or, god forbid, a documentary) to help anyone that's not already a fan understand what any of it is or the amount of effort M2 has gone to.
Gradius was by no means the first horizontally scrolling 2D shooter but the original entry from 1985 set a new standard for the genre, that has been followed ever since, including by the likes of Darius and R-Type. It coined the term 'shoot the core', in reference to the first mini-boss, and pioneered an unusually versatile power-up system, where you collect tokens as you fight and use them as and when you need to activate specific abilities, from faster speed to missiles or lasers.
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You can also pick a set menu of power-ups before you start the game, that you're still able to activate in any order, allowing for a great deal of strategy and flexibility. Each game has a different approach to the same idea but there's only actually three Gradius games in this compilation: the original (aka Nemesis), 1988's Gradius 2 (aka Vulcan Venture), and 1989's Gradius 3.
The other four games are all Salamander titles, a spin-off series that begin in 1986, when it was known as Life Force in the US, and until now has only had one mainline sequel, in 1996's Salamander 2. Although the games work in the same basic way as Gradius they're quite distinct, in that they include both horizontal and vertical levels and feature co-op play.
Each of the Salamander games also emphasises biological enemies and levels, such that we've always imagined that you're battling vast Lovecraftian monsters in the outer dark. Salamander has a more traditional power-up system than Gradius, but it's more generous when you die, as you restart exactly where you left off and you can pick up the power-ups you just lost.
Although just to complicate things, there is the 1987 version of Salamander, which was essentially a director's cut and which was named Life Force even in Japan. It's the only entry to feature a Gradius style power-up system, which is an interesting novelty and one of the highlights of this collection.
That version of the game is included as a separate title, but all the other games have multiple versions, including Japanese and international editions, post-launch updates, and even previously unreleased prototype versions. At least one of these, the one for Gradius 3, M2 has recreated from lost assets, including a giant dragon boss that wasn't in any of the official versions.
However, these are all only the original arcade versions and there are no console games at all, not even the NES version, which was famously the first ever to feature the Konami code. You do get a modern version of that though, in an impressive array of difficulty modifiers, including save states you can activate at any time, a rewind feature, and an invincible and easy mode for all but Salamander 3.
There's also a separate training mode that lets you automatically rewind to practice difficult sections. This is on top of a mountain of additional options that allow you to change how many lives you start with and modify the difficulty – up and down – in excruciatingly minute detail. You can even turn on and off bug fixes, including slowdown that the original arcade hardware was prone to.
That's just what you'd expect from developer M2, whose involvement immediately eliminates any question as to the quality of the emulation. They don't often make brand new games, but Salamander 3 makes you wish they did. It limits itself to the technology of what looks like the mid-90s, so it's not a major step beyond any of the other games. In fact, it's arguably less advanced than Salamander 2, which has a lot of pre-rendered graphics (which have aged surprisingly well).
Salamander 3 is tightly designed, with a very fast pace to the action, and while there are some stages that are obvious nods to existing ones there are a lot of neat ideas, like the vertical stage where you're shooting your way through asteroids and unearthing buried moai, or one where you're getting pulled in by the gravity of mini-planetoids.
Despite the pixel-only graphics, Salamander 3 does take advantage of the increased power of modern consoles, in terms of the amount of enemies on screen at once. It's not quite a bullet hell shooter but it comes close, especially as your own ship has a limited use burst weapon which spews dozens of bullets at 360°. Even the music is good, with some neat chiptune tracks by chibi-tech.
As Salamander fans (that sounds weird, but we never liked the name Life Force) this compilation is an unexpected gift but in terms of the core Gradius series there's a lot missing. Even if you accept that it's only arcade versions – which rules out Treasure's excellent Gradius 5, PS1 game Gradius Gaiden, two MSX exclusive titles, and several portable titles – there's no Gradius 4, which was an arcade game. More Trending
WiiWare title Gradius ReBirth is also absent, despite it also being developed by M2 and currently being unavailable on any format, so we can only hope that there is at least one more compilation after this. Whether Konami feels Gradius deserves that kind of attention we're not sure but while we accept the 2D shooter genre is a niche one these are all great games, that were highly influential at the time of their original release.
But if this is it then we're perfectly satisfied; Salamander 3 is an excellent retro sequel and while we'd love to see a big budget adaptation of the series, with modern gameplay and graphics, that's almost certainly not going to happen. But perhaps that's just as well, as when we interviewed producer Ryosaku Ueno we were impressed by his answer about that possibility, where he compared 2D shooters to classical music, and how it would be absurd to expect it to transition into modern pop songs.
We'd still like to see some evolution of the concept but if retro gaming really is akin to classical music, then Gradius and Salamander are the Brandenburg Concertos of the 2D shooter genre.
In Short: A loving tribute to Gradius and its spin-off series, with some of M2's best archaeological work and an excellent retro sequel in Salamander 3.
Pros: Arcade perfect conversions, with an insane level of customisation options and difficultly aids. Salamander 3 is excellent and the previously unseen prototype versions are an unexpected bonus.
Cons: The lack of explanation and context for the museum content is a shame. A lot of missing games from the series.
Score: 9/10
Formats: PlayStation 5 (reviewed), Nintendo Switch, Xbox Series X/S, and PCPrice: £34.99Publisher: KonamiDeveloper: M2 (originals by Konami)Release Date: 7th August 2025
Age Rating: 7
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Metro
18 hours ago
- Metro
Gradius Origins interview - ‘This is truly a wonderful thing'
GameCentral speaks to producer Ryosaku Ueno about Gradius Origins, Salamander 3, and how to get younger gamers into 2D shooters. We don't usually like doing email interviews, because you never get as much out of people if you're not meeting them face to face, but there's always an exception worth making and considering we're such big fans of 2D shooters we jumped at the chance to put some questions to Ryosaku Ueno – producer of Gradius Origins at Konami. You can read our review of the retro compilation here, but the short version is we loved it, especially the all-new sequel Salamander 3. It's a great example of the genre, that looks like it's stepped straight out of the 90s but we're well aware that that won't necessarily be a draw for many people nowadays. So we asked Ueno what the future for 2D shooters is in the modern games industry, and how franchises like Gradius and Salamander can continue to appeal to nostalgic veterans while also attracting younger players that are new to the genre. GC: Are you confident there is still a significant audience for 2D shooters? It seems a very old-fashioned kind of genre but can it still appeal to younger gamers who have little or no previous experience with it? RU: I can't say there are many, but I feel there is a certain number, and I have the impression that the number has been increasing over the past few years. The game system is very simple in terms of experience, so I think it will be easy for young players who have never played before to understand and enjoy. We have added various support functions so that even beginners can enjoy it, and we have made it possible to gradually reach the difficulty level of the original game, so I am looking forward to everyone's reactions. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. GC: How do you feel the games have stood the test of time? What makes a good 2D shooter in terms of the weapons, level design, and bosses? RU: It's like the origins of classical music. After Gradius, bullet hell shooters and other types of shooters were born. Weapons, stage design, bosses, etc. have gone through various trends over the years, and I think what constitutes a good game varies depending on the era and the player. However, I believe that masterpieces are works that transcend these trends and provide enjoyment, and have something that is passed down through the ages. What that something is really depends on the work itself. GC: What particular elements does Gradius do best and how has it influenced the genre as a whole? Would the 2D shooter genre even exist without Gradius? The innovative system which allows players to choose their own power-ups. Using three buttons to play alongside the advanced graphics for the time. Each stage featured different background music and stage concepts which were largely unprecedented at the time. The excellent soundtrack and challenging gameplay further enhanced the experience. While these elements may seem common today, this series remains a timeless classic, embodying the core enjoyment that made it so beloved originally. It's clear that this game had a significant influence on future 2D shooters; so whilst it may be arrogant to say that 'without Gradius…' there would be nothing, there are numerous works that have inherited the spirit of the Gradius series, as they continue to be created even today. This is truly a wonderful thing. GC: Why does Origins have such a particular focus on Salamander? I have to admit it's my favourite aspect of the franchise but how would you define the difference between it and regular Gradius? RU: There are two groups of thought regarding Gradius and Salamander: one considers them separate series, while the other views them as part of the same series. However, by 1990, the two series began to be treated as one. They are essentially two series with the same core line but different expressions. The difference lies in whether one focuses on the core line or the overall perspective. Still, since both lines are kind of the same, those who loved one are likely to lean toward the other as well… I hope. That's how I feel. For me, they are still both separate series and part of the same series, but I love both equally. However, to be honest, while the Gradius collection makes sense, the Salamander series is difficult to compile as a standalone collection… so we decided to release them together at this time. In my opinion, and Mr Hori from M2's opinion, Gradius is 'delicate' and Salamander is 'bold.' GC: Was it difficult to make Salamander 3, given there are presumably fewer and fewer people today that have the skill to make 2D shooters? How does the sequel attempt to evolve the gameplay and visuals of the franchise? RU: The production was handled by M2, but Konami was also involved from the beginning. There are fewer staff members and companies capable of producing 2D shooters these days, but that's precisely why we teamed up with M2, who possess the expertise and staff to make it happen. When creating this collection of original titles, we reluctantly had to exclude Gradius 4 due to production schedule, porting difficulty, and cost considerations. However, we discussed with M2's Mr Hori and decided to create a new title, Salamander 3, as an additional unique point. Both M2 and I simply wanted to create a new entry in the series, rather than focusing on making a sequel. The reason a new game was added for Salamander, rather than Gradius, is because we wanted to minimise scheduling issues, especially as the time needed for tuning the restart points within Gradius would have proven too difficult compared to Salamander, in which respawning is instant. Additionally, the Salamander series aligns better with our current ideal conditions of a playthrough time of approximately 15–20 minutes and six stages. New features include Burst Attack, which temporarily boosts weapon power for some seconds, allowing for powerful attacks, but reduces attack power during the cooldown period. However, the concept behind Salamander 3 is what if M2 had made a sequel to Salamander 2 in the late 1990s?' so the system, graphics, and music are designed to evoke the atmosphere of that time. The main appeal is probably the sense of familiarity, like 'Yes, this is it!' It's not a 'brand new Gradius series!' I think that experienced players will feel that 'it's Gradius'. The scenes that fans wanted to see appear one after another, and there are predictable developments that make you think, 'That's how it goes,' as well as moments that make you laugh. We've scattered various elements from Salamander and Salamander 2 throughout the game. Like Gradius ReBirth, the more knowledgeable you are, the more you'll find little details that make you smile. On top of that, there are also developments that surpass fans' expectations. So, in a nutshell, it's a 'solid yet chaotic Salamander.' However, the difficulty adjustment has been updated to suit modern tastes, rather than staying true to the original. It's not designed to be finished in 5 or 10 minutes like an arcade game, but rather balanced for home play while still feeling modern and it's not too easy either. After having some practice, I think you'll be able to complete the game once, so please give it a try and enjoy it! GC: Origins has an impressive range of features for more inexperienced players, including training mode, easy mode, and rewind, but do you worry that belated, faux-retro sequels focus too much on the high difficulty level? I've never considered it an important part of the appeal and yet it's usually the number one priority for most retro titles. RU: It depends on the preferences of the target users and the developers, doesn't it? If the demand and supply for extremely high difficulty are properly matched, then that's the right approach. Titles like Gradius and Parodius have also evolved towards higher difficulty levels in the past. Since the early Gradius titles have been ported multiple times in the past, when we decided to create the definitive collection, we aimed to pack in as many support features as possible so that even those who had purchased previous ports would feel that this collection was something entirely different and worth purchasing. Perhaps this is the result of all the accumulated experience we've gained over the years. GC: Is there any long-term future for 2D shooters beyond retro-themed sequels and remakes? The original Star Fox remains one of the few attempts to extrude the gameplay into 3D but there were very few clones and the series quickly moved into a different style of action. Can you imagine a future where there is a new 3D Gradius game of any kind? More Trending RU: 3D Gradius! There was a large arcade game called Solar Assault in the past, but the machine performance left much to be desired… A future that goes beyond sequels and remakes of 2D shooting games… That's a difficult question. It's like asking if classical music can become modern pop songs. If it's arranged in a modern style, is it still classical music? Can it still be called classical music? I am not sure of a future where a new 3D Gradius is released, but whether it can still be called Gradius is another matter. While some elements and the essence may remain, it would feel like a different game. On the other hand, if the project is too constrained by the 2D Gradius format, it will likely fail. And many 2D Gradius fans (or even me) can imagine a future where a new 3D Gradius is dismissed as 'this isn't Gradius (because it's not 2D).' It's a dilemma. Personally, I want to explore the possibilities, but I also dream that the new generation of young people who played the Gradius Origins will embrace the past and create a project that captures the soul of Gradius and 2D shooters for the next step. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. 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Metro
18 hours ago
- Metro
Gradius Origins review - shooting the core in Salamander 3
Konami and M2 present a new compilation of classic Gradius titles, which also includes a brand new sequel for one of the best 2D shooter series of the 80s and 90s. For the longest time it seemed as if Konami had given up being a traditional video game publisher, after they pushed out Hideo Kojima and essentially stopped making new titles. The company isn't in trouble, it's just that it makes plenty of money through its casinos, health clubs, and other media, such that the risks of the current video games industry probably don't seem worth the while. However, a decision must've been made a few years ago to start engaging once again, with cautious attempts to bring back everything from Contra to Survival Kids, with remakes and remasters ranging from Metal Gear Solid to Ninja Five-O. Some of their choices seem very strange (why so many new Silent Hill games but only a few remaster collections for Castlevania?) but it's great that they are starting to make an effort again. We didn't expect Gradius to be a priority but given our love for 2D shooters we're very glad to see it get its turn in the spotlight. Especially as this compilation focuses on sister series Salamander – which is our particular favourite – and brings with it an entirely new sequel that's been created by emulation masters M2. The release of a new retro compilation is always a double-edged sword, as it's always guaranteed to come with at least one of two problems, and usually both. Either it misses out lots of notable entries in the franchise, for no obvious reason, or it doesn't include any museum content to explain what the games are and where they sit in a historical context. We're happy to say that Gradius Origins does have some very nice production and concept art for most of the games, showing the initial concepts for the iconic Vic Viper spacecraft and early designs for levels and enemies. Unfortunately though, there's little in the way of descriptions (or, god forbid, a documentary) to help anyone that's not already a fan understand what any of it is or the amount of effort M2 has gone to. Gradius was by no means the first horizontally scrolling 2D shooter but the original entry from 1985 set a new standard for the genre, that has been followed ever since, including by the likes of Darius and R-Type. It coined the term 'shoot the core', in reference to the first mini-boss, and pioneered an unusually versatile power-up system, where you collect tokens as you fight and use them as and when you need to activate specific abilities, from faster speed to missiles or lasers. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. You can also pick a set menu of power-ups before you start the game, that you're still able to activate in any order, allowing for a great deal of strategy and flexibility. Each game has a different approach to the same idea but there's only actually three Gradius games in this compilation: the original (aka Nemesis), 1988's Gradius 2 (aka Vulcan Venture), and 1989's Gradius 3. The other four games are all Salamander titles, a spin-off series that begin in 1986, when it was known as Life Force in the US, and until now has only had one mainline sequel, in 1996's Salamander 2. Although the games work in the same basic way as Gradius they're quite distinct, in that they include both horizontal and vertical levels and feature co-op play. Each of the Salamander games also emphasises biological enemies and levels, such that we've always imagined that you're battling vast Lovecraftian monsters in the outer dark. Salamander has a more traditional power-up system than Gradius, but it's more generous when you die, as you restart exactly where you left off and you can pick up the power-ups you just lost. Although just to complicate things, there is the 1987 version of Salamander, which was essentially a director's cut and which was named Life Force even in Japan. It's the only entry to feature a Gradius style power-up system, which is an interesting novelty and one of the highlights of this collection. That version of the game is included as a separate title, but all the other games have multiple versions, including Japanese and international editions, post-launch updates, and even previously unreleased prototype versions. At least one of these, the one for Gradius 3, M2 has recreated from lost assets, including a giant dragon boss that wasn't in any of the official versions. However, these are all only the original arcade versions and there are no console games at all, not even the NES version, which was famously the first ever to feature the Konami code. You do get a modern version of that though, in an impressive array of difficulty modifiers, including save states you can activate at any time, a rewind feature, and an invincible and easy mode for all but Salamander 3. There's also a separate training mode that lets you automatically rewind to practice difficult sections. This is on top of a mountain of additional options that allow you to change how many lives you start with and modify the difficulty – up and down – in excruciatingly minute detail. You can even turn on and off bug fixes, including slowdown that the original arcade hardware was prone to. That's just what you'd expect from developer M2, whose involvement immediately eliminates any question as to the quality of the emulation. They don't often make brand new games, but Salamander 3 makes you wish they did. It limits itself to the technology of what looks like the mid-90s, so it's not a major step beyond any of the other games. In fact, it's arguably less advanced than Salamander 2, which has a lot of pre-rendered graphics (which have aged surprisingly well). Salamander 3 is tightly designed, with a very fast pace to the action, and while there are some stages that are obvious nods to existing ones there are a lot of neat ideas, like the vertical stage where you're shooting your way through asteroids and unearthing buried moai, or one where you're getting pulled in by the gravity of mini-planetoids. Despite the pixel-only graphics, Salamander 3 does take advantage of the increased power of modern consoles, in terms of the amount of enemies on screen at once. It's not quite a bullet hell shooter but it comes close, especially as your own ship has a limited use burst weapon which spews dozens of bullets at 360°. Even the music is good, with some neat chiptune tracks by chibi-tech. As Salamander fans (that sounds weird, but we never liked the name Life Force) this compilation is an unexpected gift but in terms of the core Gradius series there's a lot missing. Even if you accept that it's only arcade versions – which rules out Treasure's excellent Gradius 5, PS1 game Gradius Gaiden, two MSX exclusive titles, and several portable titles – there's no Gradius 4, which was an arcade game. More Trending WiiWare title Gradius ReBirth is also absent, despite it also being developed by M2 and currently being unavailable on any format, so we can only hope that there is at least one more compilation after this. Whether Konami feels Gradius deserves that kind of attention we're not sure but while we accept the 2D shooter genre is a niche one these are all great games, that were highly influential at the time of their original release. But if this is it then we're perfectly satisfied; Salamander 3 is an excellent retro sequel and while we'd love to see a big budget adaptation of the series, with modern gameplay and graphics, that's almost certainly not going to happen. But perhaps that's just as well, as when we interviewed producer Ryosaku Ueno we were impressed by his answer about that possibility, where he compared 2D shooters to classical music, and how it would be absurd to expect it to transition into modern pop songs. We'd still like to see some evolution of the concept but if retro gaming really is akin to classical music, then Gradius and Salamander are the Brandenburg Concertos of the 2D shooter genre. In Short: A loving tribute to Gradius and its spin-off series, with some of M2's best archaeological work and an excellent retro sequel in Salamander 3. Pros: Arcade perfect conversions, with an insane level of customisation options and difficultly aids. Salamander 3 is excellent and the previously unseen prototype versions are an unexpected bonus. Cons: The lack of explanation and context for the museum content is a shame. A lot of missing games from the series. Score: 9/10 Formats: PlayStation 5 (reviewed), Nintendo Switch, Xbox Series X/S, and PCPrice: £34.99Publisher: KonamiDeveloper: M2 (originals by Konami)Release Date: 7th August 2025 Age Rating: 7 Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. 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